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		<title>Final Kingdom MUSH - User contributions [en]</title>
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		<updated>2026-04-07T23:57:56Z</updated>
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	<entry>
		<id>http://finalkingdom.net/wiki/index.php/Quina_Quen</id>
		<title>Quina Quen</title>
		<link rel="alternate" type="text/html" href="http://finalkingdom.net/wiki/index.php/Quina_Quen"/>
				<updated>2014-04-02T21:25:36Z</updated>
		
		<summary type="html">&lt;p&gt;Duothimir: Created page with &amp;quot;{{Character Infobox  |firstname=Quina  |lastname=Quen  |age=89  |image=Quina Quen.jpg  |caption=No can eat until it weaker!  |species=Qu  |sex=Neuter  |height=Tall  |weight=He...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
|firstname=Quina&lt;br /&gt;
|lastname=Quen&lt;br /&gt;
|age=89&lt;br /&gt;
|image=Quina Quen.jpg&lt;br /&gt;
|caption=No can eat until it weaker!&lt;br /&gt;
|species=Qu&lt;br /&gt;
|sex=Neuter&lt;br /&gt;
|height=Tall&lt;br /&gt;
|weight=Heavy&lt;br /&gt;
|series=Final Fantasy 9&lt;br /&gt;
|styles=Gourmand&lt;br /&gt;
|hometown=Qu's Marsh&lt;br /&gt;
|alignment=Forces of Restoration&lt;br /&gt;
|group=Tantalus Theater Troupe&lt;br /&gt;
|occupation=Traveling Gourmand&lt;br /&gt;
|themesong=https://www.youtube.com/watch?v=JyPM172CUAA&lt;br /&gt;
|quote=&amp;quot;I do what I want! You have problem?&amp;quot;&lt;br /&gt;
|footer=Searching for yummy-yummies.&lt;br /&gt;
}}&lt;br /&gt;
A member of the strange and rarely seen Qu race, Quina was raised in a marsh a few miles from Lindblum. S/he met Zidane's group during their attempts to escape Queen Brahne's grasp, and has traveled with them ever since to experience the many exotic flavors of the world. Despite being over eighty years old, Quina has little experience with life outside of the marsh, often displaying a childlike curiosity for every new place s/he visits. Despite his/her tendency to run off at the first sight of something tasty-looking, s/he is surprisingly dependable when s/he is needed. Like all Qu, Quina's love of food extends to everything edible (and some things not), and s/he possesses the unusual ability to absorb magic through eating creatures that use it, as well as a portion of any spells cast on him/her. In this way, s/he can learn new spells to use in battle, and s/he has already built up a versatile repertoire of offensive and support magic.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
Quina's life started in the marsh near the foot of the mountain Lindblum sits on top of, and it was there s/he spent his/her life for eighty nine years. S/he was raised by Quale, a master Gourmand who trained him/her in the Way of the Gourmand. From this training, Quina became a master chef and gained the ability to use giant forks in combat with expert skill, and possibly the knowledge of how to use the magic s/he learns from eating various creatures. Apart from this, though, Quina never learned much about the world, as s/he rarely ventured outside the marsh.&lt;br /&gt;
&lt;br /&gt;
Just before Queen Brahne's declaration of war on the entirety of the Mist Continent, however, Quina visited Alexandria under Quale's persuasion to gain some outside experience. S/he pestered the chefs about their cooking, but after showing his/her skills and expert knowledge, they allowed him/her to join the crew. S/he spent approximately six months there helping prepare royal meals, and eventually became the official head chef, personally overseeing Princess Garnet's sixteenth birthday banquet. However, after the explosive escape of the Tantalus theater troupe, s/he left for Lindblum, because with Garnet gone and Brahne on the warpath s/he felt there was little reason to stay in Alexandria. S/he joined the Festival of the Hunt under the name &amp;quot;Strange Gourmand&amp;quot;, but was unable to beat Zidane, Freya, or even Vivi, as s/he was too busy trying to eat the monsters released during the event rather than focusing on gaining points.&lt;br /&gt;
&lt;br /&gt;
After this, Quina returned to the marsh to report his/her journey to Quale. When Zidane's group came through while on the run from Queen Brahne, Zidane ran into Quina trying and failing to catch frogs. Zidane took pity on the distressed Qu and caught one for him/her, but Quale scolded Quina for being too lazy to feed him/herself. Afterwards, Quale asked Zidane and his party to take Quina with them so that s/he could taste as many exotic foods as possible, and thus advance along the path of the Gourmand. In particular, Quale tasked Quina with catching frogs from all of the other Qu marshes of the world, which would be the key to his/her training.&lt;br /&gt;
&lt;br /&gt;
Thus, Quina traveled with Zidane, Freya, and Vivi to Burmecia, where they discovered it had been destroyed by the Alexandrian forces. Despite valiant efforts from all four of them, they were eventually defeated by Beatrix, the Alexandrian general, who left them for dead. Later on, after reaching Treno, their world fell to the Heartless, leaving only a few cities behind. Quina escaped through his/her desire to taste the many foods of the world, and ended up in Alexandria. S/he has been wandering the World of Ruin ever since in search of both new foods and his/her friends.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Quina is a very simple person, with simple wants and needs. A large part of this stems from spending almost his/her entire life in a fairly secluded area with little contact with the outside world, which left him/her rather naive. S/he has a very childlike curiosity toward things s/he has never seen before, which is almost everything, and s/he has a tendency to run off and explore, usually in search of food. S/he has little interest in world events, and barely even seems to understand the severity of what's happening around him/her.&lt;br /&gt;
&lt;br /&gt;
However, Quina is very loyal to his/her friends, and will come to their aid when s/he is needed. Considering his/her secluded lifestyle until recently, this might simply be because s/he has never had friends before, and wants to keep the ones s/he has now. S/he will often try to cheer people up when they seem to be feeling down, but his/her ways of doing so are pretty much limited to food, whether by sharing a local delicacy or cooking something up him/herself.&lt;br /&gt;
&lt;br /&gt;
Speaking of which, the most obvious thing people might notice is Quina's near-obsession with food. S/he is always looking for new delicacies to try in every place s/he visits, and has no issue with eating random monsters in the field, even Heartless. This is just as much part of his/her training in the Way of the Gourmand as it is simple gluttony, and is a common aspect among his/her species. In fact, s/he sometimes passes down food-based nuggets of wisdom learned from his/her training. For instance, one of his/her favorites is that cooking for friends is the core of a love for food.&lt;br /&gt;
&lt;br /&gt;
Aside from his/her indulgent nature, this reflects his/her generous side as well. Quina often does what s/he wants when s/he wants, but also believes that others should be able to do the same, and as such is happy to cook for anyone who's hungry. S/he is eager to help people who ask or just look like they need it, and will refuse to give up until the job is done or s/he is just too exhausted to continue. On the other hand, s/he doesn't understand the concept of currency, and has more than once been accused of thievery when s/he ate something without paying. At the very least, s/he has started to learn about haggling, but still doesn't quite understand the purpose behind it.&lt;br /&gt;
&lt;br /&gt;
Quina takes delight in the small things in life, and s/he takes setbacks in stride, quickly recovering with the same giant grin on his/her face. His/her imagination is exceptionally strong, able to experience imaginary events with all of his/her senses. Though s/he doesn't know it yet, this is the key to mastering the Way of the Gourmand. S/he has great respect for elders of any species, though that respect may wane if s/he finds out that they're chronologically younger than him/her.&lt;br /&gt;
&lt;br /&gt;
Aside from his/her naivete, Quina's biggest personality flaw is his/her recklessness, which also stems from his/her childlike mindset. S/he often doesn't realize just how dangerous the world can be, and thus will dive (sometimes literally) into any situation without bothering to think first. This can be because s/he thinks there's food available (even if there is none), or if s/he thinks she can help someone with a problem (even if s/he only makes it worse). S/he is also terrified of heights, and would rather brave the explosive power of an Eidolon than board an airship.&lt;br /&gt;
&lt;br /&gt;
Also, Quina has no problem wearing feminine clothing or accessories, which only confuses the issue of his/her gender further.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
Quina is a Blue Mage in archetype, having above average magical abilities and average physical abilities, but not really standing out statistically in anything. S/he is, however, the slowest of Zidane's group, even moreso than Steiner or Vivi. What s/he really shines in is his/her sheer versatility, having some of the most powerful or just plain useful defensive, offensive, and support spells available. Frog Drop, despite its inherently silly nature, is deceptively powerful and can easily break through an enemy's defenses. S/he tends to have a heavier focus on weakening enemies than supporting his/her allies. His/her weapon of choice is giant forks, which have the potential to be either devastating or completely useless.&lt;br /&gt;
&lt;br /&gt;
Quina, like all of his/her race, is capable of absorbing a portion of any magic used on him/her. This makes him/her nearly ideal for fighting mages, as s/he takes little damage from their spells compared to others. Oddly enough, despite not understanding the value of money, s/he has an uncanny knack for finding it just laying around.&lt;br /&gt;
&lt;br /&gt;
Finally, the big one. Quina does not learn spells by being hit by them, like most Blue Mages, but rather by eating enemies who have them and absorbing the magic that way. &lt;br /&gt;
&lt;br /&gt;
Oh wait, there's still the matter of Trance. In times when Quina experiences a surge of powerful emotions, s/he will undergo a transformation into a more powerful, armored form. Aside from increased physical strength, s/he gains the ability to summon a giant pot of boiling water out of nowhere and cook his/her opponents for both extra damage and easier magic absorption. But, due to his/her rather passive personality, s/he doesn't attain this form as often as the rest of Zidane's group.&lt;br /&gt;
&lt;br /&gt;
= Logs =&lt;br /&gt;
{{Character Logs}}&lt;br /&gt;
= Cutscenes =&lt;br /&gt;
{{Character Logs|Cutscenes}}&lt;/div&gt;</summary>
		<author><name>Duothimir</name></author>	</entry>

	<entry>
		<id>http://finalkingdom.net/wiki/index.php/File:Quina_Quen.jpg</id>
		<title>File:Quina Quen.jpg</title>
		<link rel="alternate" type="text/html" href="http://finalkingdom.net/wiki/index.php/File:Quina_Quen.jpg"/>
				<updated>2014-04-02T21:08:37Z</updated>
		
		<summary type="html">&lt;p&gt;Duothimir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Duothimir</name></author>	</entry>

	<entry>
		<id>http://finalkingdom.net/wiki/index.php/Masked_DJs</id>
		<title>Masked DJs</title>
		<link rel="alternate" type="text/html" href="http://finalkingdom.net/wiki/index.php/Masked_DJs"/>
				<updated>2014-03-26T05:29:10Z</updated>
		
		<summary type="html">&lt;p&gt;Duothimir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
|firstname=Masked&lt;br /&gt;
|lastname=DJs&lt;br /&gt;
|age=???&lt;br /&gt;
|image=Omfofh7.jpg&lt;br /&gt;
|caption=Like this, except with the regular gold and silver helmets. They're hard to describe in poses otherwise.&lt;br /&gt;
|species=Program&lt;br /&gt;
|sex=Male&lt;br /&gt;
|height=Upper 5' range&lt;br /&gt;
|weight=???&lt;br /&gt;
|series=Tron&lt;br /&gt;
|styles=Bard&lt;br /&gt;
|hometown=Tron City&lt;br /&gt;
|alignment=Forces of Restoration&lt;br /&gt;
|group=Unaffiliated&lt;br /&gt;
|occupation=Musicians&lt;br /&gt;
|themesong=Whatever they're playing.&lt;br /&gt;
|quote=&amp;quot;One more time!&amp;quot;&lt;br /&gt;
|footer=Bringing their music to those who live in fear and misery.&lt;br /&gt;
}}&lt;br /&gt;
The mysterious masked DJs of the End of Line Club were created by a pair of equally mysterious Users for the purpose of spreading their music across the Dataspace. These two Programs are never seen apart, and it could be assumed that they are not truly independent of one another. They are rather shy, which is what led to them wearing masks with voice changers when out among the general public. They simply want others to hear their music, to dance and groove along to it. To them, there is no greater joy. This is why they came to be employed at the club, a place where they could play their music for numerous people every night. Even when they're off work, however, they still like to explore the World of Ruin, bringing the magic of their tunes to places desperately in need of some fun. Though they dislike violence, both of them are mildly proficient with their ID Discs, but they prefer to play a more passive support role. They have an excellent sense of dramatic timing, and as a result of the magic that permeates the World of Ruin, they can bolster their allies' abilities using their music.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The Masked DJs do not have a very long or illustrious history behind them. A few years ago, before their world succumbed to the Darkness, they were simply Programs created by a couple of musicians for the purpose of producing and playing music. They did their job, and they did it well, and their Users gained a strong following because of the tunes they put out. Their Users even won several awards after some time, attaining massive success in the popular music charts with one of their singles.&lt;br /&gt;
&lt;br /&gt;
In the meantime, the Masked DJs were continuing to make music even when it wasn't being used by their Users. It slowly spread across the Dataspace, and although they didn't become as popular as their Users, they managed to gain quite an underground cult following. Despite their success, they were very shy, and so took up wearing masks that altered their voices in public. They were lucky enough to escape the Master Control Program's notice when it began stealing Programs from various companies around the world.&lt;br /&gt;
&lt;br /&gt;
When their world was finally consumed, it was their strong desire to bring their music to the world that allowed them to escape the Darkness, landing them in part of the Grid that had also survived. Although they weren't present when the Empire State Building was stolen, they were among the first to be employed by Zuse when it was remodeled into the End of Line Club. For them, it was because they could bring their music to many people every night and use it as a sort of base of operations, and for Zuse, it was simply because they happened to be DJs who were pretty good at their job.&lt;br /&gt;
&lt;br /&gt;
However, there are still those who are in need of funky grooves to get their minds off the worries of daily life. Thus, in their free time, the Masked DJs seek out locations filled with these troubled individuals to bring some joy into their gloomy lives. They may end up in some scrapes with the Heartless as a result, but that's just the price to pay to make the world dance.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
One thing you might've guessed by now is that the Masked DJs are very passionate about music. It's literally what they were made for, but their love for it runs even deeper than their code. And because they love it so much, they love bringing it to others. Nothing in the world makes them happier than seeing other people, be they Programs, humans, or otherwise, dancing to the tunes they produce. This is the reason they sought to be employed at the End of Line Club, and why they explore the World of Ruin in search of the troubled and unhappy. They'll turn your frown upside down and make you forget all about your woes, at least for a little while.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Masked DJs are actually quite bashful, and can only seem to actively socialize in public when wearing masks and changing their voices. Thus, these masks have become their faces to most who meet them, and they almost never go out without them. Even Zuse has never seen what they really look like. But when they start performing, virtually nothing can break their confidence. Music is their comfort zone, and the show will go on until they're satisfied. On the other hand, they still like to have a glass pane between them and larger crowds. Better safe than sorry.&lt;br /&gt;
&lt;br /&gt;
The Masked DJs, despite inevitably getting into a fight or two as a result of their chosen hobby thanks to the Heartless, do not like using violence to resolve such conflicts. They'd much rather support other Restoration type folks, giving them a boost in both morale and ability with magically-imbued music. If they have to, though, they will defend themselves with their ID Discs, though their skills are not as sharp as dedicated fighters like TRON.&lt;br /&gt;
&lt;br /&gt;
When it comes to Users, the Masked DJs have always been believers, though they aren't as openly fanatical about it as some. They have, however, composed a number of tracks specifically for the eventuality that they actually run into someone like Kevin Flynn. Impressing a User with their music is the ultimate achievement in their minds, which makes it somewhat ironic that the Users who created them managed to get a devoted fanbase because of it. If they knew about this, their heads would probably explode.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
The Masked DJs have the same abilities as every Program, being able to enter digital worlds, record all of their experiences on their ID Discs, and use their ID Discs as blade-like energy weapons. However, their specialty is music, and since coming to the World of Ruin, they've gained the ability to temporarily boost the abilities of their allies through their music, much like the Bards of Final Fantasy. If need be, they can also use it to attack with sheer sonic force, for a non-lethal method of self defense.&lt;br /&gt;
&lt;br /&gt;
= Logs =&lt;br /&gt;
{{Character Logs}}&lt;br /&gt;
= Cutscenes =&lt;br /&gt;
{{Character Logs|Cutscenes}}&lt;/div&gt;</summary>
		<author><name>Duothimir</name></author>	</entry>

	<entry>
		<id>http://finalkingdom.net/wiki/index.php/Masked_DJs</id>
		<title>Masked DJs</title>
		<link rel="alternate" type="text/html" href="http://finalkingdom.net/wiki/index.php/Masked_DJs"/>
				<updated>2014-03-26T05:09:16Z</updated>
		
		<summary type="html">&lt;p&gt;Duothimir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
|firstname=Masked&lt;br /&gt;
|lastname=DJs&lt;br /&gt;
|age=???&lt;br /&gt;
|image=Omfofh7.jpg&lt;br /&gt;
|caption=Like this, except with the regular gold and silver helmets. They're hard to describe in poses otherwise.&lt;br /&gt;
|species=Program&lt;br /&gt;
|sex=Male&lt;br /&gt;
|height=Upper 5' range&lt;br /&gt;
|weight=???&lt;br /&gt;
|series=Tron&lt;br /&gt;
|styles=Bard&lt;br /&gt;
|hometown=The Grid&lt;br /&gt;
|alignment=Forces of Restoration&lt;br /&gt;
|group=Unaffiliated&lt;br /&gt;
|occupation=Musicians&lt;br /&gt;
|themesong=Whatever they're playing.&lt;br /&gt;
|quote=&amp;quot;One more time!&amp;quot;&lt;br /&gt;
|footer=Bringing their music to those who live in fear and misery.&lt;br /&gt;
}}&lt;br /&gt;
The mysterious masked DJs of the End of Line Club were created by a pair of equally mysterious Users for the purpose of spreading their music across the Dataspace. These two Programs are never seen apart, and it could be assumed that they are not truly independent of one another. They are rather shy, which is what led to them wearing masks with voice changers when out among the general public. They simply want others to hear their music, to dance and groove along to it. To them, there is no greater joy. This is why they came to be employed at the club, a place where they could play their music for numerous people every night. Even when they're off work, however, they still like to explore the World of Ruin, bringing the magic of their tunes to places desperately in need of some fun. Though they dislike violence, both of them are mildly proficient with their ID Discs, but they prefer to play a more passive support role. They have an excellent sense of dramatic timing, and as a result of the magic that permeates the World of Ruin, they can bolster their allies' abilities using their music.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The Masked DJs do not have a very long or illustrious history behind them. A few years ago, before their world succumbed to the Darkness, they were simply Programs created by a couple of musicians for the purpose of producing and playing music. They did their job, and they did it well, and their Users gained a strong following because of the tunes they put out. Their Users even won several awards after some time, attaining massive success in the popular music charts with one of their singles.&lt;br /&gt;
&lt;br /&gt;
In the meantime, the Masked DJs were continuing to make music even when it wasn't being used by their Users. It slowly spread across the Dataspace, and although they didn't become as popular as their Users, they managed to gain quite an underground cult following. Despite their success, they were very shy, and so took up wearing masks that altered their voices in public. They were lucky enough to escape the Master Control Program's notice when it began stealing Programs from various companies around the world.&lt;br /&gt;
&lt;br /&gt;
When their world was finally consumed, it was their strong desire to bring their music to the world that allowed them to escape the Darkness, landing them in part of the Grid that had also survived. Although they weren't present when the Empire State Building was stolen, they were among the first to be employed by Zuse when it was remodeled into the End of Line Club. For them, it was because they could bring their music to many people every night and use it as a sort of base of operations, and for Zuse, it was simply because they happened to be DJs who were pretty good at their job.&lt;br /&gt;
&lt;br /&gt;
However, there are still those who are in need of funky grooves to get their minds off the worries of daily life. Thus, in their free time, the Masked DJs seek out locations filled with these troubled individuals to bring some joy into their gloomy lives. They may end up in some scrapes with the Heartless as a result, but that's just the price to pay to make the world dance.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
One thing you might've guessed by now is that the Masked DJs are very passionate about music. It's literally what they were made for, but their love for it runs even deeper than their code. And because they love it so much, they love bringing it to others. Nothing in the world makes them happier than seeing other people, be they Programs, humans, or otherwise, dancing to the tunes they produce. This is the reason they sought to be employed at the End of Line Club, and why they explore the World of Ruin in search of the troubled and unhappy. They'll turn your frown upside down and make you forget all about your woes, at least for a little while.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Masked DJs are actually quite bashful, and can only seem to actively socialize in public when wearing masks and changing their voices. Thus, these masks have become their faces to most who meet them, and they almost never go out without them. Even Zuse has never seen what they really look like. But when they start performing, virtually nothing can break their confidence. Music is their comfort zone, and the show will go on until they're satisfied. On the other hand, they still like to have a glass pane between them and larger crowds. Better safe than sorry.&lt;br /&gt;
&lt;br /&gt;
The Masked DJs, despite inevitably getting into a fight or two as a result of their chosen hobby thanks to the Heartless, do not like using violence to resolve such conflicts. They'd much rather support other Restoration type folks, giving them a boost in both morale and ability with magically-imbued music. If they have to, though, they will defend themselves with their ID Discs, though their skills are not as sharp as dedicated fighters like TRON.&lt;br /&gt;
&lt;br /&gt;
When it comes to Users, the Masked DJs have always been believers, though they aren't as openly fanatical about it as some. They have, however, composed a number of tracks specifically for the eventuality that they actually run into someone like Kevin Flynn. Impressing a User with their music is the ultimate achievement in their minds, which makes it somewhat ironic that the Users who created them managed to get a devoted fanbase because of it. If they knew about this, their heads would probably explode.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
The Masked DJs have the same abilities as every Program, being able to enter digital worlds, record all of their experiences on their ID Discs, and use their ID Discs as blade-like energy weapons. However, their specialty is music, and since coming to the World of Ruin, they've gained the ability to temporarily boost the abilities of their allies through their music, much like the Bards of Final Fantasy. If need be, they can also use it to attack with sheer sonic force, for a non-lethal method of self defense.&lt;br /&gt;
&lt;br /&gt;
= Logs =&lt;br /&gt;
{{Character Logs}}&lt;br /&gt;
= Cutscenes =&lt;br /&gt;
{{Character Logs|Cutscenes}}&lt;/div&gt;</summary>
		<author><name>Duothimir</name></author>	</entry>

	<entry>
		<id>http://finalkingdom.net/wiki/index.php/Masked_DJs</id>
		<title>Masked DJs</title>
		<link rel="alternate" type="text/html" href="http://finalkingdom.net/wiki/index.php/Masked_DJs"/>
				<updated>2014-03-26T05:07:05Z</updated>
		
		<summary type="html">&lt;p&gt;Duothimir: Created page with &amp;quot;{{Character Infobox |firstname=Masked |lastname=DJs |age=??? |image=Omfofh7.jpg |caption=Like this, except with the regular gold and silver helmets. They're hard to describe i...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
|firstname=Masked&lt;br /&gt;
|lastname=DJs&lt;br /&gt;
|age=???&lt;br /&gt;
|image=Omfofh7.jpg&lt;br /&gt;
|caption=Like this, except with the regular gold and silver helmets. They're hard to describe in poses otherwise.&lt;br /&gt;
|species=Program&lt;br /&gt;
|sex=Male&lt;br /&gt;
|height=Upper 5' range&lt;br /&gt;
|weight=???&lt;br /&gt;
|series=TRON&lt;br /&gt;
|styles=Bard&lt;br /&gt;
|hometown=The Grid&lt;br /&gt;
|alignment=Forces of Restoration&lt;br /&gt;
|group=Unaffiliated&lt;br /&gt;
|occupation=Musicians&lt;br /&gt;
|themesong=Whatever they're playing.&lt;br /&gt;
|quote=&amp;quot;One more time!&amp;quot;&lt;br /&gt;
|footer=Bringing their music to those who live in fear and misery.&lt;br /&gt;
}}&lt;br /&gt;
The mysterious masked DJs of the End of Line Club were created by a pair of equally mysterious Users for the purpose of spreading their music across the Dataspace. These two Programs are never seen apart, and it could be assumed that they are not truly independent of one another. They are rather shy, which is what led to them wearing masks with voice changers when out among the general public. They simply want others to hear their music, to dance and groove along to it. To them, there is no greater joy. This is why they came to be employed at the club, a place where they could play their music for numerous people every night. Even when they're off work, however, they still like to explore the World of Ruin, bringing the magic of their tunes to places desperately in need of some fun. Though they dislike violence, both of them are mildly proficient with their ID Discs, but they prefer to play a more passive support role. They have an excellent sense of dramatic timing, and as a result of the magic that permeates the World of Ruin, they can bolster their allies' abilities using their music.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The Masked DJs do not have a very long or illustrious history behind them. A few years ago, before their world succumbed to the Darkness, they were simply Programs created by a couple of musicians for the purpose of producing and playing music. They did their job, and they did it well, and their Users gained a strong following because of the tunes they put out. Their Users even won several awards after some time, attaining massive success in the popular music charts with one of their singles.&lt;br /&gt;
&lt;br /&gt;
In the meantime, the Masked DJs were continuing to make music even when it wasn't being used by their Users. It slowly spread across the Dataspace, and although they didn't become as popular as their Users, they managed to gain quite an underground cult following. Despite their success, they were very shy, and so took up wearing masks that altered their voices in public. They were lucky enough to escape the Master Control Program's notice when it began stealing Programs from various companies around the world.&lt;br /&gt;
&lt;br /&gt;
When their world was finally consumed, it was their strong desire to bring their music to the world that allowed them to escape the Darkness, landing them in part of the Grid that had also survived. Although they weren't present when the Empire State Building was stolen, they were among the first to be employed by Zuse when it was remodeled into the End of Line Club. For them, it was because they could bring their music to many people every night and use it as a sort of base of operations, and for Zuse, it was simply because they happened to be DJs who were pretty good at their job.&lt;br /&gt;
&lt;br /&gt;
However, there are still those who are in need of funky grooves to get their minds off the worries of daily life. Thus, in their free time, the Masked DJs seek out locations filled with these troubled individuals to bring some joy into their gloomy lives. They may end up in some scrapes with the Heartless as a result, but that's just the price to pay to make the world dance.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
One thing you might've guessed by now is that the Masked DJs are very passionate about music. It's literally what they were made for, but their love for it runs even deeper than their code. And because they love it so much, they love bringing it to others. Nothing in the world makes them happier than seeing other people, be they Programs, humans, or otherwise, dancing to the tunes they produce. This is the reason they sought to be employed at the End of Line Club, and why they explore the World of Ruin in search of the troubled and unhappy. They'll turn your frown upside down and make you forget all about your woes, at least for a little while.&lt;br /&gt;
&lt;br /&gt;
Despite this, the Masked DJs are actually quite bashful, and can only seem to actively socialize in public when wearing masks and changing their voices. Thus, these masks have become their faces to most who meet them, and they almost never go out without them. Even Zuse has never seen what they really look like. But when they start performing, virtually nothing can break their confidence. Music is their comfort zone, and the show will go on until they're satisfied. On the other hand, they still like to have a glass pane between them and larger crowds. Better safe than sorry.&lt;br /&gt;
&lt;br /&gt;
The Masked DJs, despite inevitably getting into a fight or two as a result of their chosen hobby thanks to the Heartless, do not like using violence to resolve such conflicts. They'd much rather support other Restoration type folks, giving them a boost in both morale and ability with magically-imbued music. If they have to, though, they will defend themselves with their ID Discs, though their skills are not as sharp as dedicated fighters like TRON.&lt;br /&gt;
&lt;br /&gt;
When it comes to Users, the Masked DJs have always been believers, though they aren't as openly fanatical about it as some. They have, however, composed a number of tracks specifically for the eventuality that they actually run into someone like Kevin Flynn. Impressing a User with their music is the ultimate achievement in their minds, which makes it somewhat ironic that the Users who created them managed to get a devoted fanbase because of it. If they knew about this, their heads would probably explode.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
The Masked DJs have the same abilities as every Program, being able to enter digital worlds, record all of their experiences on their ID Discs, and use their ID Discs as blade-like energy weapons. However, their specialty is music, and since coming to the World of Ruin, they've gained the ability to temporarily boost the abilities of their allies through their music, much like the Bards of Final Fantasy. If need be, they can also use it to attack with sheer sonic force, for a non-lethal method of self defense.&lt;br /&gt;
&lt;br /&gt;
= Logs =&lt;br /&gt;
{{Character Logs}}&lt;br /&gt;
= Cutscenes =&lt;br /&gt;
{{Character Logs|Cutscenes}}&lt;/div&gt;</summary>
		<author><name>Duothimir</name></author>	</entry>

	<entry>
		<id>http://finalkingdom.net/wiki/index.php/File:Omfofh7.jpg</id>
		<title>File:Omfofh7.jpg</title>
		<link rel="alternate" type="text/html" href="http://finalkingdom.net/wiki/index.php/File:Omfofh7.jpg"/>
				<updated>2014-03-26T04:52:25Z</updated>
		
		<summary type="html">&lt;p&gt;Duothimir: &lt;/p&gt;
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		<author><name>Duothimir</name></author>	</entry>

	<entry>
		<id>http://finalkingdom.net/wiki/index.php/Jecht</id>
		<title>Jecht</title>
		<link rel="alternate" type="text/html" href="http://finalkingdom.net/wiki/index.php/Jecht"/>
				<updated>2014-03-26T01:45:53Z</updated>
		
		<summary type="html">&lt;p&gt;Duothimir: Series fix. Jecht was listed under Final Fantasy 9, but is actually from Final Fantasy 10.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
|firstname=Jecht&lt;br /&gt;
|age=Late Twenties, Early Thirties&lt;br /&gt;
|image=Jecht.jpg&lt;br /&gt;
|caption=The Blitzball King&lt;br /&gt;
|species=Unsent&lt;br /&gt;
|sex=Male&lt;br /&gt;
|height=Tall&lt;br /&gt;
|weight=Great&lt;br /&gt;
|series=Final Fantasy 10&lt;br /&gt;
|styles=Blitzball Hero&lt;br /&gt;
|hometown=Zanarkand&lt;br /&gt;
|alignment=Forces of Restoration&lt;br /&gt;
|group=Unaffiliated&lt;br /&gt;
|occupation=Sublime Magnificence&lt;br /&gt;
|themesong=[http://www.youtube.com/watch?v=otCpCn0l4Wo U Can't Touch This - MC Hammer]&lt;br /&gt;
|quote=&amp;quot;I ain't gettin' any younger, so I might as well make myself useful.&amp;quot;&lt;br /&gt;
}}&lt;br /&gt;
=The Cover Blurb=&lt;br /&gt;
Jecht is a rare individual - a man with an ego the size of the planet, and the skill to back it up. Formerly the greatest player of the city of Zanarkand, Jecht's life changed one day when a chance encounter with the terrifying engine of destruction known as Sin sent him hurtling a thousand years into the future. Finding himself homeless, jobless, drunk, and arrested, Jecht quickly decided life in Spira didn't suit him. However, the summoner Braska disagreed, seeing within Jecht a good heart and tremendous skill. Jecht found himself on a journey through Spira, discovering a whole new world as he became fast friends with Auron and Braska; eventually, he gave his own life, and disappeared with Braska, becoming a legendary Guardian whose name is known all across the land of Spira. Now, he has returned, though no one knows exactly how - least of all Jecht himself.&lt;br /&gt;
&lt;br /&gt;
=Reviewer Quotes=&lt;br /&gt;
THE. BEST. DAD. EVER.&lt;br /&gt;
&lt;br /&gt;
=Jecht's Authorized Biography=&lt;br /&gt;
&lt;br /&gt;
Jecht is a deceptively complicated man. He's a success story, one you've heard many times before; the kid from the street, down on his luck, with an abusive deadbeat dad and an inebriated mother, with tremendous potential and talent for a game nobody will give him a chance to play. That's Jecht; his early life was one long series of his old man telling him he'd never become anything, never grow up into anything, never amount to anything - that he'd always be just like his old man. It was a long series of scuffles and scrapes, of beating up other kids who picked on the weak and defenseless, of telling adults exactly what he thought of their stupid faces and their stupid plans. It was a series of coming home after a hard day of practice (school? Jecht dropped out. He didn't have a future in school; he bet it all on his one and only talent) to find his mother slumped over the table, drowning her sorrows, and his father screaming obscenities at her and throwing a bottle at him.&lt;br /&gt;
&lt;br /&gt;
Needless to say, Jecht spent a lot of nights over with friends.&lt;br /&gt;
&lt;br /&gt;
Or on the street, if none of his friends were available. Sometimes, he'd just go out back to the alleyway, and he'd dream. Jecht was a dreamer; he dreamed big, he dreamed hard, he dreamed of having the world in his palm. And by God, he was willing to work for it, push his fingers to the bone, blitz till it hurt. That's the kind of kid Jecht had to be, in the slums of Zanarkand, while the lights twinkled above and blotted out the stars with their glory. Zanarkand only responded to big dreams and big dreamers, and Jecht was the biggest dreamer of them all. When he laid down out there in the alleyway, under the cardboard boxes, all the lights in the sky were his and his alone, and he wished on each and every one of them that his hard work would pay off one day.&lt;br /&gt;
&lt;br /&gt;
And pay off it did. He got a lucky break, signing up as the towel boy for the Zanarkand Abes. When one of the star players broke his leg in an accident, Jecht ran out into the field to take his place; the manager was just about ready to kill him until he pulled off one of the most spectacular wins in the history of Blitzball, a legendary goal from literally the other side of the field. The crowd roaring his name in his ears, Jecht got his first taste of fame that day - and it was every bit as sweet as he thought it would be. Fame was a glorious, glorious nectar for the poor kid from the street; it swelled his head, and deservedly so, because he was unequivocably the best player on the Abes. Drunk on victory, he went out that night on the town, making time with groupies and the players of the Abes alike. Drunk on slightly more conventional liquor, he got a tattoo of the Abes' team logo on his chest; he wears it proudly to this day, considering it a mark of friendship and victory that gives him good luck in everything he's ever done since.&lt;br /&gt;
&lt;br /&gt;
When Jecht returned home that night, his father changed his tune immediately, and it made Jecht furious. The man who had berated him and hated him all that time, who had spent most of his time drinking and cursing out his son, had become a suck-up, telling Jecht how he'd always believed in him and if he'd just spare some money for his old man it'd be repaid shortly, and all sorts of other lies. Jecht left his home, resolving never to become a man like his father; he would unswervingly follow through with his own beliefs and walk down the path he chose, no matter how hard times got. Jecht never spoke to his parents after that; his mother died of liver failure, and his father was crippled in a car accident. Jecht didn't even go to the funeral. To him, they'd already been dead.&lt;br /&gt;
&lt;br /&gt;
Instead, Jecht did exactly what he vowed - marching down the path he had chosen. His skill swiftly found him becoming the greatest Blitzball player in Zanarkand, achieving a truly phenomenal state of success; making the hall of fame for an unprecedented five categories, and generally outpacing pretty much everyone else in his world of pro sports. He lived the life of an outstandingly successful sports hero; he was a role model, a star, an athlete, his face plastered across ever billboard and every screen. He had commercials, he had toys, he had the life, and he loved it. He began showing off more and more during his matches, inventing wildly popular trick shots to wow the crowds and give them tons and tons of picture opportunities. With every victory, he got more popular; soon, he was a household name.&lt;br /&gt;
&lt;br /&gt;
But life was still empty for him. It was at this time that Adelaide came onto the stage. A cheerleader for the Zanarkand Abes, Adelaide had been watching Jecht since his first game; they had practically grown up together, though she'd been under Jecht's notice the whole time, so concerned was he with winning and showing off. Lily finally gathered up the courage to ask him out one day after a particularly successful game, before the screaming groupies could get to him; surprisingly, Jecht agreed, and the two of them hit it off splendidly. Jecht quickly found himself attached to Adelaide more than just physically; he fell in love with her very hard, and one day, literally in the middle of a game, Jecht proposed to her on the big screen with a giant winning goal.&lt;br /&gt;
&lt;br /&gt;
One wedding night later, and Adelaide got very, very pregnant. And Jecht was suddenly confronted with an entirely new spectrum of problems - he was going to be a father. What sort of image was he putting off to his son? What sort of person was his son going to become? More importantly, what sort of person was Jecht? What was important to him, what was his life like? Was he really the hero he thought of himself as, or was he a show-off putting on the ego to give people somebody to cheer for?&lt;br /&gt;
&lt;br /&gt;
Then, nine months later, Tidus was born, Jecht discovered exactly what he had feared all along - he was not at all ready to be a father. As he held and named his infant son with Adelaide, as he looked down at&lt;br /&gt;
his delicate boy, he realized that, no, he wasn't prepared for this. His old man had never shown him any sort of affection; he knew how to show ladies affection, but this was a whole different blitzball game, and one he didn't have a coach for, practice for, or any sort of warm-up before. His son was real, living, breathing, and Jecht loved him - he loved him powerfully, he knew he loved his boy from the moment he laid eyes on him and said his name out loud, loved him as much as he loved Adelaide; but showing it?&lt;br /&gt;
&lt;br /&gt;
Jecht would never really be capable of showing it. The closest Jecht could do - the best he could do, in fact - was display to his son the same sort of motivation his father had given him. He wanted his son to succeed; the only way he truly knew how to inspire him was the same way his old man had. Jecht struggled with that dilemma quite heavily; to bully his own son was horribly cruel, but maybe, maybe, his son would recognize him for what it was, and he could train his son when his son became as skilled as he dreamed. Maybe Tidus would forgive him, and understand that it was for the best, especially if he encouraged his wife to spend lots of time with him the way his mother hadn't. He loved his son from the bottom of his heart, after all; he wanted him to succeed as big as he had, or bigger. He wanted to not just be the best Blitzballer, but be the father of the kid who surpassed him. The Jecht Dynasty of Blitzballers rang in his ears, and so he berated his son, kicked him down, talked himself up...made himself the biggest target in the world so that Tidus would go after him as hard as he could.&lt;br /&gt;
&lt;br /&gt;
But Tidus never really did. Adelaide spent all her time with Jecht, and very little with their son. Jecht took to drinking to dull the guilt. People began worrying about his career; was &amp;quot;the Great Jecht&amp;quot; (a fan-nickname he had picked up and taken a liking to) about to fall? He missed a few games, had some less-than-acceptable conduct...but he could quit any time he wanted. He was in control of his drinking, despite drinking quite heavily, and it never interfered with his dreams or his drive - just his sense of when he needed to be in places. Ironically, his coordination never wavered; Jecht once boasted that he could perform the Sublimely Magnificent Jecht Shot Mark III even fall-down drunk, and that was, in fact, true; he was just that damn good at it. Whether he was that damn good at the shot from practicing it so often, or that damned good at showing off that he could do it just by reflex, is impossible to say. Nonetheless, his career took a turn for the worse; he began training twice as hard, spending more and more time away from home. As a result, Tidus began to believe his father was nothing but an arrogant prick who hated him; Adelaide spent what time she could with Tidus, but whenever Jecht was home, it was twice as bad.&lt;br /&gt;
&lt;br /&gt;
Then, one day, everything changed. Jecht was out practicing in the water, some routine training just off the coast; he was a little drunk at the time (okay, he was a lot drunk at the time, but that didn't interfere with Jecht's ability to kick things at all), but he could've sworn he saw a giant shape under the water. And, indeed, when he swam closer to investigate, he discovered that he was not in fact THAT drunk; the giant creature known as Sin was indeed floating just inside Dream Zanarkand. He was sucked into the giant shape in an instant, and feared that his life was about to end.&lt;br /&gt;
&lt;br /&gt;
It did not.&lt;br /&gt;
&lt;br /&gt;
Jecht was spat out of Sin somewhere near Bevelle, a thousand years after Zanarkand's death. He washed up on shore, where he was found and brought to Bevelle for healing by a few novice clerics; however, when he recovered, he immediately began screaming about Zanarkand. Given that he smelled heavily of alcohol and was rambling about a city that hadn't existed for a thousand years, Jecht was immediately arrested and thrown in the dungeons. He continued shouting about being a star player from Zanarkand the whole time, ranting and raving through his alcohol-fueled rambling. A few of the guards heard the story, and, thinking it funny, began passing it around as a joke; the crazy drunken lout who thought he played for the Zanarkand Abes, a team no one had ever heard of from a city that had died a long time ago.&lt;br /&gt;
&lt;br /&gt;
One man didn't think it was crazy. That man was Braska; a summoner with a &amp;quot;heathen&amp;quot; wife and &amp;quot;half-breed&amp;quot; daughter, Braska found Jecht's story fascinating, and visited him shortly after hearing it. He made Jecht an incredible offer - his freedom, in exchange for guarding Braska along his journey as a summoner. Braska thought it was perfect - the summoner with the heathen family, the drunken blitzballer from a dead land, and Auron, the disgraced warrior. Though Auron distrusted Jecht, Jecht agreed - it was better than sitting in prison - and joined the team. Jecht was introduced to Braska's family as they prepared to depart, while Braska acquired his first Aeon; Jecht formed a bond with young Yuna, and told her stories of Zanarkand frequently. Yuna's wide-eyed gaze reminded him of his own child; though he was unable to truly show Yuna affection (as she wasn't his child, and he had trouble with that regardless), he came to think of Yuna as the niece he never had. His stories brought wonder to her; in turn, she made him feel a little better, and he was able to relive the majesty of Zanarkand through the tales he weaved.&lt;br /&gt;
&lt;br /&gt;
They departed on their journey, and it became quite clear quite quickly that Jecht was not *completely* in control of his drinking problem. It caused several minor incidents in various shops across the land; the most important of which being a Shoopuf that Jecht took exception to, believing it to be a fiend. He struck it quite fiercely with his sword, leaving a deep scar; Braska, embarassed, paid for the creature out of his own pocket. It was at that moment that Jecht sobered up immensely; ashamed of his behavior and the way he was presenting himself to Spira, not to mention Braska, Jecht proved that he truly could stop drinking whenever he wanted - then and there, he stopped drinking anything but Shoopuf milk as penance.&lt;br /&gt;
&lt;br /&gt;
Braska's journey opened Jecht's eyes to the wonders of Spira. He became very aware of his own self-centered nature; he changed drastically, realizing that people needed help all across the land, and often encouraging the team to go help, despite personal trouble. Braska, Auron, and Jecht grew incredibly close, practically brothers by the end of it all; it made the decision that much harder when the time came at Zanarkand. But Jecht couldn't look back; he knew that this was why he was here. He tasked Auron with looking after Tidus, and bid them a fond farewell, promising that he'd think of some way to stop Sin as he melded into the Final Aeon. Then, he was cast; with a mighty blow, he brought Sin down.&lt;br /&gt;
&lt;br /&gt;
Temporarily.&lt;br /&gt;
&lt;br /&gt;
For ten years, the Final Aeon that was Jecht sat inside Yu Yevon's grasp. The summoner from Zanarkand worked its magic, transforming the Final Aeon Jecht into the core of the new Sin and rebuilding the great monster of myth around Jecht. Unable to fight back, Jecht became locked in the nightmare, only able to find peace within the Hymn of the Fayth that he loved so much. Eventually, Jecht's sheer, overwhelming willpower broke the conditioning for a brief moment; he managed to return to his homeland, though not in the way he intended, bringing with him ruin and disaster - but also hope. He called out to Auron with the power of his mind, as he felt it slipping away, and drew his unsent friend and son into Spira. And then...he returned to being the mindless beast, rampaging through the land.&lt;br /&gt;
&lt;br /&gt;
And then the worlds broke. Everything changed. Sin was cast out of Spira; it floated through the Space Between The Worlds, and for the first time, Jecht knew some peace from his eternal, endless, self-chosen torment. Here, he could rest, unworried about anyone else; here, he could be free, and perhaps find some reprieve, and think of a way to stop Sin's eternal, endless reincarnation. But his reprieve would not last; Jecht found his heart tugged, pulled towards the new world by something he did not understand. As the Hymn of the Fayth filled his ears, he found his eyes - not the eyes of Braska's Final Aeon, but Jecht's eyes - opening in the new world. He found himself floating, as though he were in a dream...and for him, it was. Though he does not know by what power he has been freed, Jecht intends fully to use every minute of this time the way he pleases. He's going to explore this new world, hunt down his son, and maybe slap some shape into that crybaby.&lt;br /&gt;
&lt;br /&gt;
Okay, so he hasn't changed that much.&lt;br /&gt;
&lt;br /&gt;
=The Real Jecht=&lt;br /&gt;
&lt;br /&gt;
It cannot be overstated that, at heart, Jecht is a very, very good man. He does not fight for himself; he fights to protect the dreams of everyone, to inspire and impress those who are down-trodden and weak like he once was, to show the world(s) that there are better ways. Jecht fights to help people, to protect them; he selflessly throws himself into danger's path because he knows what it is to be downtrodden, to be hurt, to feel like you've got nothing but your dream. He's a very, very good man.&lt;br /&gt;
&lt;br /&gt;
He just...has a very great deal of trouble showing emotions. Jecht is, in many ways, the archetype of every macho macho man in the world; testosterone-laden, full of self-confidence to the point of swagger and arrogance, and completely incapable of expressing the finer emotions. It comes from his father; he received little love or encouragement as a child, and as a result, has no real guide for how to show those things to others. Even his wife received only the affection he understood how to give to a woman; he rarely confides in people, rarely tells them how he feels about things, instead preferring to sweep it under the rug and let his actions speak louder than his words - or exactly as loud, because Jecht is a loud man. A loud, confident man. A loud, confident, larger-than-life man.&lt;br /&gt;
&lt;br /&gt;
And Jecht is, indeed, larger-than-life. He strides into the room with the commanding air of a professional athlete; he rides the wave of self-exellence like the professional that he is, charisma oozing off him. He may not know how to express his emotions, but Jecht is a glorious showman to go with his glorious talent. Few people can arrest the attention of a crowd of thousands the way Jecht can; few people can elict the same fervor, the same drive, as a few words and some flashy moves from the King of Blitz. He's larger-than-life, a cult of personality writ large, and he knows it. He shows it. He dresses it. He wears no shirt, he has a tattoo of his team burned into his chest forever; even his fighting style shows it, an eclectic mix of his own blitzball moves and sword techniques he picked up during his and Braska's journey. Showmanship is in Jecht's blood, and he'll never forget that it's that showyness that brought him to glory, to prosperity, and eventually gave him his son.&lt;br /&gt;
&lt;br /&gt;
That larger-than-life persona he's cultivated can make him seem difficult to reach. Indeed, if Jecht doesn't want to hear something, he won't; he's got a million ways of effectively sticking his fingers in his ears if someone is full of it, and he's very good at turning arguments into contests and then winning them with sheer personality. It makes him a hard man to talk to, sometimes; though he's quite open and joking, and indeed a popular man, one can easily get the sense of never really getting to know the real Jecht, of being held at arm's length. This is a man who fears intimacy; Braska and Auron are the most intimate he's ever had as far as friends go, the first people to truly share in his hopes and his dreams and his pains and his fears, the first people to truly understand him. One of them's dead now; the other's also dead, but in a way that he can still go get a drink, so that's cool. Jecht's sort of eased up on the whole Shoopuf Milk thing, anyway; he's got a lot he'd very much like to forget, after all. A lot he'd very much like to wipe from his mind and ignore ever having been through.&lt;br /&gt;
&lt;br /&gt;
See, Jecht's killed a lot of people. A staggering number of people. That doesn't sit well with a good man; even if someone points out that really Yu Yevon and Sin killed those people, Jecht feels responsible in the way only a truly kind-hearted man can, because in the end it was his hands that did the deed even if his heart wasn't in it. Well, his flippers. And he's terrified - truly, truly terrified - that Sin will return one day, and he'll stop being able to float through the world like the ghost/Aeon/thing he is and be forced back into that life of murder and destruction. So if he's gonna have a few drinks, and maybe start a few drunken barfights, and maybe be a bit of a drunken asshole, well, the way Jecht figures it, he's kinda earned that right. It's not like ANYONE ELSE IN THE ENTIRETY OF THE WORLDS can possibly comprehend what it is Jecht has gone through, right? No one else has ever survived being Sin. He's not sure that he has, mind, he's just freer than most of the poor schmucks who wind up dead inside the eternal murderous spacewhale, so he intends to enjoy it while it lasts. Maybe, when this is all over, he'll find a way to save his wife and son from the fate of Zanarkand, too; it's that hope that keeps Jecht going, that keeps him driving forward to try and work against what Yu Yevon's always intended.&lt;br /&gt;
&lt;br /&gt;
In a really twisted, perverse sort of way, it's almost like Jecht has a martyr complex. He doesn't, of course; the sins he's trying to redeem himself for are many and numerous, and did in fact truly happen by his hand; he doesn't take the world's woes onto him, and he doesn't try to solve the big, grand, sweeping problems. He's not that guy; he's not that cerebral a man to propose solutions to all the world's ills. He's just a man with a sword and a ball, nothing more; he's got power, sure, and he's got skill, but he can't solve the whole world with that. What he can do, though, is help out where he can; he can help people in need, be a defender for those within his sight. That's exactly what he does, too, fighting injustice, the Heartless, and whatever other jerks he can find all across the worlds.&lt;br /&gt;
&lt;br /&gt;
And he plays Blitzball. Oh, man, does he play Blitzball. Jecht is possibly the most talented athlete in the last thousand years of Spira (though Tidus has the potential to surpass him, if the kid ever really focuses up and gets going) and he loves his sport. He loves every sport; once Jecht discovers that other sports exist, he's going to go into them and master them with the same kind of ferocious fire that he mastered Blitzball with, because Jecht loves competition. Fierce, healthy competition is how people get better; it's how they get things done. Jecht can turn anything into a competition, no matter how mundane; competition is how Jecht makes friends, how he communicates. Real men communicate with competition, according to Jecht! They talk to each other by showing their manly fighting spirit and that sort of macho stereotype thing. It all goes back to that stereotype; it's how he covers his own insecurities and fears, adapted to his childhood, and deals with the world, even though he's had some maturation to mellow it out by now.&lt;br /&gt;
&lt;br /&gt;
But most importantly - most importantly of all - Jecht loves his wife and son. He is absolutely terrible, god-awful at showing any sort of true intimacy to them, and he's even worse at encouraging Tidus, but he loves his son. He would do anything for his son. He would go to the ends of all the worlds for his son, and his dearest dream - shared with Braska and Auron one very drunken night - is to teach Tidus to be a star blitzball player just like he is, and train him up so he matches and surpasses Jecht's potential. But first he's gotta stop being such a galdanged crybaby! He's gotta man up, gotta grow up - gotta be like his old man. In Jecht's mind, though he is constantly afraid that his son loathes him to no end, Tidus must *want* to surpass him before he can. And, in Jecht's mind, he will. One day. And then they can share a manly victory hug or something like that, and perhaps Jecht will finally be able to say what he's been wanting to say for his whole life but never been quite capable of: &amp;quot;I love you, son.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
= Logs =&lt;br /&gt;
{{Character Logs}}&lt;br /&gt;
= Cutscenes =&lt;br /&gt;
{{Character Logs|Cutscenes}}&lt;/div&gt;</summary>
		<author><name>Duothimir</name></author>	</entry>

	<entry>
		<id>http://finalkingdom.net/wiki/index.php/Moguma</id>
		<title>Moguma</title>
		<link rel="alternate" type="text/html" href="http://finalkingdom.net/wiki/index.php/Moguma"/>
				<updated>2014-03-26T01:42:59Z</updated>
		
		<summary type="html">&lt;p&gt;Duothimir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
|firstname=Moguma&lt;br /&gt;
|age=Moogle equivalent of 18&lt;br /&gt;
|image=Kyp5ky4.jpg&lt;br /&gt;
|caption=temp pic&lt;br /&gt;
|species=Moogle&lt;br /&gt;
|sex=Male&lt;br /&gt;
|height=~3'&lt;br /&gt;
|weight=~50 lbs&lt;br /&gt;
|series=Final Fantasy 9&lt;br /&gt;
|styles=Thief/Beastmaster&lt;br /&gt;
|hometown=Treno, &lt;br /&gt;
|alignment=Forces of Ruin&lt;br /&gt;
|group=Unaffiliated&lt;br /&gt;
|occupation=Thief&lt;br /&gt;
|themesong=https://www.youtube.com/watch?v=hVu3s8dCI0I&lt;br /&gt;
|quote=&amp;quot;What, you thought all Moogles were peace loving pansies, kupo?&amp;quot;&lt;br /&gt;
|footer=Stealing things and seeking petty revenge.&lt;br /&gt;
}}&lt;br /&gt;
When most people think of Moogles, they think of adorable little mole bat creatures, perhaps spunky little warriors or mail carriers. While Moguma is certainly the former, he has very few of the positive qualities that make most Moogles so endearing. Born the son of a thief in the slums of an imperial city, he learned at an early age that the only person to look out for is number one, himself. He took to a life of crime like a fish to water, using an innate talent for taming animals to use the wildlife in and around Treno as his underlings. He can control everything from mice to the powerful monsters lurking in the Mist, but the stronger the creature, the harder it is to maintain that control. Brash and more than a little headstrong, he refuses to submit to any authority that won't allow him to feed his kleptomaniacal tendencies, which has led to him walking the path of ruination.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The city of endless night, Treno, was no stranger to underground criminal activity. With the severe segregation between the rich and poor, it wasn't unusual to see whole families resorting to thievery and other illegal measures to obtain money for their next meal. One of the oldest of these families is that of Moguma, the current &amp;quot;Beastmaster&amp;quot; as his ancestors have been called for many generations. The reason for this is their uncanny ability to project their will onto weak-minded creatures to influence them, often using animals and monsters to assist in their criminal efforts throughout the city.&lt;br /&gt;
&lt;br /&gt;
The family has a sort of minor legend concerning its history, though one would have to dig deep to find all the details. The legend states that countless years ago, Moguma the First was already a well-known and highly feared Thief, robbing from the rich to give to himself when he came across a strange monster. He had just completed a major heist, stealing a large and flawless diamond from the Treno Auction House. Taking a boat to the abandoned Vile Island where he had a secret hideaway for such occasions, he ran into a powerful sheep-like creature called a Yan in the forest on the island.&lt;br /&gt;
&lt;br /&gt;
Fearing for his life, for he knew the terrible magical power these Yans possessed, Moguma the First prepared to run faster than he ever had. However, he quickly noticed that the Yan was injured, though by what means he did not know. Now, something many would not suspect is that Moguma the First was highly fond of animals, and his pity for the creature overrode his instinct to flee. Approaching it, he asked it what was the matter, and if there was anything he could do to help. The Yan told him that it was fatally wounded in a battle with its peers, and if only it had a diamond it could heal itself and its life would be saved.&lt;br /&gt;
&lt;br /&gt;
Moguma the First did not know what to do. He had the diamond this beast desperately needed, but he had gone to so much trouble to get it, and he was almost to his hideaway. But if he left the Yan there to die, it would haunt his dreams forevermore. In the end, his kindness won out over his greed, and he gave the diamond to the Yan. After it recovered, in its gratitude it blessed him and all his descendants with the ability to control the beasts that roam the world, and that is how the Moguma family came to become known as the Beastmasters in Treno's criminal underworld. Or at least, that's what the legend says, and who knows how much of it, if any, is truth.&lt;br /&gt;
&lt;br /&gt;
In any case, since that day, the descendants of Moguma the First have all shared his name, and with it, his thieving ways and his kindness toward animals. The current Moguma began his training as a Thief at an early age, learning directly from his father just as his father had learned from his grandfather, and so on. When he had mastered the arts of the family trade, he began learning to control animals, starting with simple things like mice and slowly moving his way up to larger and stronger beasts.&lt;br /&gt;
&lt;br /&gt;
Eventually, his father was caught, betrayed by his own desire to steal just as every Moguma had been for countless generations. It was almost a family tradition, getting caught in traps or simply going for something they couldn't quite get away with, thus leaving their sons to carry on the legacy. The current Moguma had to finish his training himself, spending many years honing his skills and plundering more and more valuable items from the Treno nobles. Eventually, he expanded his operations to cover most of the Mist Continent, hitting Alexandria, Burmecia, and Lindblum as well.&lt;br /&gt;
&lt;br /&gt;
Over time, he came to be a sort of minor celebrity, with Wanted posters popping up in every major city. He became more and more brazen, eventually choosing to disregard stealth and subtlety almost entirely, and he started to love all the attention he was getting. However, when Queen Brahne suddenly began declaring war on the rest of the continent, Moguma chose to lay low until it blew over. But things only continued to escalate, eventually resulting in the destruction of Burmecia and the fall of the world to darkness. The next thing he knew, Moguma awakened in Lindblum, but things outside the city were now very...different.&lt;br /&gt;
&lt;br /&gt;
Not that that's stopped him from continuing his 'work' of course. There's just an even wider and more exotic variety of things to steal now.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Moguma was trained as a Thief, including using stealth to his advantage both in and out of battle. But as the years went by and he became more well-known by the general populace, he quickly dropped any hint of subtlety in favor of making a big show out of everything. He loves the attention that he gets, and a favorite hobby of his before the fall of his world was checking the Wanted posters in each city to see what his bounty was up to. It was a sort of symbol of pride for him, and he has sometimes thought about trying to get a bounty on his head in the World of Ruin.&lt;br /&gt;
&lt;br /&gt;
Of course, he doesn't show any of this in public if he can help it. Most of the time, whether it's a social situation or in battle, he is generally rude and more than a little arrogant, mouthing off to anyone who tries to get in his way. He is smart enough to back down most of the time when he sees that he's not getting anywhere, but that immediately goes away if he thinks &amp;quot;victory&amp;quot; is in sight. Whether this is winning an argument, or obtaining a valuable item, or the completion of some other goal, he doesn't appear to care.&lt;br /&gt;
&lt;br /&gt;
And of course, he will charge right into anything, regardless of what will happen as a result. This is especially true of anything involving thievery, from simple pickpocketing to major heists. He just can't help himself; when he sees something that looks valuable to someone, the next thing he knows he's trying to take it for himself. He doesn't care about the challenge or how shiny it is, or even what he can get for it. It's just a psychosomatic need that he can't seem to stop himself from trying to fulfill.&lt;br /&gt;
&lt;br /&gt;
Despite all of these, he does have a few positive qualities that might endear others to him. A trait passed down in his family for generations, Moguma has a soft spot for animals of all kinds, from the tiny fuzzy things most people consider adorable to the gigantic Grand Dragons most people consider absolutely terrifying. His love of Kupo Nuts, too, can be seen as cute, especially the way he practically fawns over them. It's an addiction many Moogles have yet to overcome, and Moguma himself is no exception. He's just more embarrassed about it than others are.&lt;br /&gt;
&lt;br /&gt;
As a side effect of having to sometimes deal with monsters much larger and more powerful than himself, Moguma puts a lot of pride in his strength and toughness, and respects others for theirs. He doesn't even care if it's artificial, such as the power granted to him by his Power Belt, due to his belief that anything that helps you win isn't cheating. He still prefers to run than fight, of course, but when someone insults his pride or just angers him in general, he'll go at it with just as much enthusiasm as if they were trying to stop him from stealing some priceless gem.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
Like other members of his species, Moguma can fly using the bat-like wings on his back and fit into tight spaces that other races can't. His family has possessed a unique quasi-magical ability to control non-sentient monsters for countless generations, and much of his strategy for both battles and heists involves using these creatures. Due to his training as a Thief, he has become very nimble and quick with finely honed senses, though his ability to move silently and blend in with the shadows has deteriorated due to lack of practice.&lt;br /&gt;
&lt;br /&gt;
During his 'career', Moguma also obtained a Power Belt, which dramatically increases his strength and endurance, something that comes in handy when tussling with big beasties like Zaghnols that are resistant to his influence. He doesn't typically wear armor, though, limiting his durability, and his offensive power is likewise limited by his preference for knives and whips. While easily concealable and very useful in a variety of situations, they aren't typically known for their damage potential.&lt;br /&gt;
&lt;br /&gt;
Because of his lack of experience with magic, Moguma has little idea how to handle it or even defend against it, and thus tries to avoid magic users like the plague...at least until he sees something shiny on them.&lt;br /&gt;
&lt;br /&gt;
= Logs =&lt;br /&gt;
{{Character Logs}}&lt;br /&gt;
= Cutscenes =&lt;br /&gt;
{{Character Logs|Cutscenes}}&lt;/div&gt;</summary>
		<author><name>Duothimir</name></author>	</entry>

	<entry>
		<id>http://finalkingdom.net/wiki/index.php/Moguma</id>
		<title>Moguma</title>
		<link rel="alternate" type="text/html" href="http://finalkingdom.net/wiki/index.php/Moguma"/>
				<updated>2014-03-26T01:41:03Z</updated>
		
		<summary type="html">&lt;p&gt;Duothimir: Created page with &amp;quot;{{Character Infobox  |firstname=Moguma  |age=Moogle equivalent of 18  |image=Kyp5ky4.jpg  |caption=temp pic  |species=Moogle  |sex=Male  |height=~3'  |weight=~50 lbs  |series=...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Character Infobox&lt;br /&gt;
|firstname=Moguma&lt;br /&gt;
|age=Moogle equivalent of 18&lt;br /&gt;
|image=Kyp5ky4.jpg&lt;br /&gt;
|caption=temp pic&lt;br /&gt;
|species=Moogle&lt;br /&gt;
|sex=Male&lt;br /&gt;
|height=~3'&lt;br /&gt;
|weight=~50 lbs&lt;br /&gt;
|series=Final Fantasy IX&lt;br /&gt;
|styles=Thief/Beastmaster&lt;br /&gt;
|hometown=Treno, &lt;br /&gt;
|alignment=Forces of Ruin&lt;br /&gt;
|group=Unaffiliated&lt;br /&gt;
|occupation=Thief&lt;br /&gt;
|themesong=https://www.youtube.com/watch?v=hVu3s8dCI0I&lt;br /&gt;
|quote=&amp;quot;What, you thought all Moogles were peace loving pansies, kupo?&amp;quot;&lt;br /&gt;
|footer=Stealing things and seeking petty revenge.&lt;br /&gt;
}}&lt;br /&gt;
When most people think of Moogles, they think of adorable little mole bat creatures, perhaps spunky little warriors or mail carriers. While Moguma is certainly the former, he has very few of the positive qualities that make most Moogles so endearing. Born the son of a thief in the slums of an imperial city, he learned at an early age that the only person to look out for is number one, himself. He took to a life of crime like a fish to water, using an innate talent for taming animals to use the wildlife in and around Treno as his underlings. He can control everything from mice to the powerful monsters lurking in the Mist, but the stronger the creature, the harder it is to maintain that control. Brash and more than a little headstrong, he refuses to submit to any authority that won't allow him to feed his kleptomaniacal tendencies, which has led to him walking the path of ruination.&lt;br /&gt;
&lt;br /&gt;
==History==&lt;br /&gt;
&lt;br /&gt;
The city of endless night, Treno, was no stranger to underground criminal activity. With the severe segregation between the rich and poor, it wasn't unusual to see whole families resorting to thievery and other illegal measures to obtain money for their next meal. One of the oldest of these families is that of Moguma, the current &amp;quot;Beastmaster&amp;quot; as his ancestors have been called for many generations. The reason for this is their uncanny ability to project their will onto weak-minded creatures to influence them, often using animals and monsters to assist in their criminal efforts throughout the city.&lt;br /&gt;
&lt;br /&gt;
The family has a sort of minor legend concerning its history, though one would have to dig deep to find all the details. The legend states that countless years ago, Moguma the First was already a well-known and highly feared Thief, robbing from the rich to give to himself when he came across a strange monster. He had just completed a major heist, stealing a large and flawless diamond from the Treno Auction House. Taking a boat to the abandoned Vile Island where he had a secret hideaway for such occasions, he ran into a powerful sheep-like creature called a Yan in the forest on the island.&lt;br /&gt;
&lt;br /&gt;
Fearing for his life, for he knew the terrible magical power these Yans possessed, Moguma the First prepared to run faster than he ever had. However, he quickly noticed that the Yan was injured, though by what means he did not know. Now, something many would not suspect is that Moguma the First was highly fond of animals, and his pity for the creature overrode his instinct to flee. Approaching it, he asked it what was the matter, and if there was anything he could do to help. The Yan told him that it was fatally wounded in a battle with its peers, and if only it had a diamond it could heal itself and its life would be saved.&lt;br /&gt;
&lt;br /&gt;
Moguma the First did not know what to do. He had the diamond this beast desperately needed, but he had gone to so much trouble to get it, and he was almost to his hideaway. But if he left the Yan there to die, it would haunt his dreams forevermore. In the end, his kindness won out over his greed, and he gave the diamond to the Yan. After it recovered, in its gratitude it blessed him and all his descendants with the ability to control the beasts that roam the world, and that is how the Moguma family came to become known as the Beastmasters in Treno's criminal underworld. Or at least, that's what the legend says, and who knows how much of it, if any, is truth.&lt;br /&gt;
&lt;br /&gt;
In any case, since that day, the descendants of Moguma the First have all shared his name, and with it, his thieving ways and his kindness toward animals. The current Moguma began his training as a Thief at an early age, learning directly from his father just as his father had learned from his grandfather, and so on. When he had mastered the arts of the family trade, he began learning to control animals, starting with simple things like mice and slowly moving his way up to larger and stronger beasts.&lt;br /&gt;
&lt;br /&gt;
Eventually, his father was caught, betrayed by his own desire to steal just as every Moguma had been for countless generations. It was almost a family tradition, getting caught in traps or simply going for something they couldn't quite get away with, thus leaving their sons to carry on the legacy. The current Moguma had to finish his training himself, spending many years honing his skills and plundering more and more valuable items from the Treno nobles. Eventually, he expanded his operations to cover most of the Mist Continent, hitting Alexandria, Burmecia, and Lindblum as well.&lt;br /&gt;
&lt;br /&gt;
Over time, he came to be a sort of minor celebrity, with Wanted posters popping up in every major city. He became more and more brazen, eventually choosing to disregard stealth and subtlety almost entirely, and he started to love all the attention he was getting. However, when Queen Brahne suddenly began declaring war on the rest of the continent, Moguma chose to lay low until it blew over. But things only continued to escalate, eventually resulting in the destruction of Burmecia and the fall of the world to darkness. The next thing he knew, Moguma awakened in Lindblum, but things outside the city were now very...different.&lt;br /&gt;
&lt;br /&gt;
Not that that's stopped him from continuing his 'work' of course. There's just an even wider and more exotic variety of things to steal now.&lt;br /&gt;
&lt;br /&gt;
==Personality==&lt;br /&gt;
&lt;br /&gt;
Moguma was trained as a Thief, including using stealth to his advantage both in and out of battle. But as the years went by and he became more well-known by the general populace, he quickly dropped any hint of subtlety in favor of making a big show out of everything. He loves the attention that he gets, and a favorite hobby of his before the fall of his world was checking the Wanted posters in each city to see what his bounty was up to. It was a sort of symbol of pride for him, and he has sometimes thought about trying to get a bounty on his head in the World of Ruin.&lt;br /&gt;
&lt;br /&gt;
Of course, he doesn't show any of this in public if he can help it. Most of the time, whether it's a social situation or in battle, he is generally rude and more than a little arrogant, mouthing off to anyone who tries to get in his way. He is smart enough to back down most of the time when he sees that he's not getting anywhere, but that immediately goes away if he thinks &amp;quot;victory&amp;quot; is in sight. Whether this is winning an argument, or obtaining a valuable item, or the completion of some other goal, he doesn't appear to care.&lt;br /&gt;
&lt;br /&gt;
And of course, he will charge right into anything, regardless of what will happen as a result. This is especially true of anything involving thievery, from simple pickpocketing to major heists. He just can't help himself; when he sees something that looks valuable to someone, the next thing he knows he's trying to take it for himself. He doesn't care about the challenge or how shiny it is, or even what he can get for it. It's just a psychosomatic need that he can't seem to stop himself from trying to fulfill.&lt;br /&gt;
&lt;br /&gt;
Despite all of these, he does have a few positive qualities that might endear others to him. A trait passed down in his family for generations, Moguma has a soft spot for animals of all kinds, from the tiny fuzzy things most people consider adorable to the gigantic Grand Dragons most people consider absolutely terrifying. His love of Kupo Nuts, too, can be seen as cute, especially the way he practically fawns over them. It's an addiction many Moogles have yet to overcome, and Moguma himself is no exception. He's just more embarrassed about it than others are.&lt;br /&gt;
&lt;br /&gt;
As a side effect of having to sometimes deal with monsters much larger and more powerful than himself, Moguma puts a lot of pride in his strength and toughness, and respects others for theirs. He doesn't even care if it's artificial, such as the power granted to him by his Power Belt, due to his belief that anything that helps you win isn't cheating. He still prefers to run than fight, of course, but when someone insults his pride or just angers him in general, he'll go at it with just as much enthusiasm as if they were trying to stop him from stealing some priceless gem.&lt;br /&gt;
&lt;br /&gt;
==Abilities==&lt;br /&gt;
&lt;br /&gt;
Like other members of his species, Moguma can fly using the bat-like wings on his back and fit into tight spaces that other races can't. His family has possessed a unique quasi-magical ability to control non-sentient monsters for countless generations, and much of his strategy for both battles and heists involves using these creatures. Due to his training as a Thief, he has become very nimble and quick with finely honed senses, though his ability to move silently and blend in with the shadows has deteriorated due to lack of practice.&lt;br /&gt;
&lt;br /&gt;
During his 'career', Moguma also obtained a Power Belt, which dramatically increases his strength and endurance, something that comes in handy when tussling with big beasties like Zaghnols that are resistant to his influence. He doesn't typically wear armor, though, limiting his durability, and his offensive power is likewise limited by his preference for knives and whips. While easily concealable and very useful in a variety of situations, they aren't typically known for their damage potential.&lt;br /&gt;
&lt;br /&gt;
Because of his lack of experience with magic, Moguma has little idea how to handle it or even defend against it, and thus tries to avoid magic users like the plague...at least until he sees something shiny on them.&lt;br /&gt;
&lt;br /&gt;
= Logs =&lt;br /&gt;
{{Character Logs}}&lt;br /&gt;
= Cutscenes =&lt;br /&gt;
{{Character Logs|Cutscenes}}&lt;/div&gt;</summary>
		<author><name>Duothimir</name></author>	</entry>

	<entry>
		<id>http://finalkingdom.net/wiki/index.php/File:Kyp5ky4.jpg</id>
		<title>File:Kyp5ky4.jpg</title>
		<link rel="alternate" type="text/html" href="http://finalkingdom.net/wiki/index.php/File:Kyp5ky4.jpg"/>
				<updated>2014-03-26T01:03:38Z</updated>
		
		<summary type="html">&lt;p&gt;Duothimir: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Duothimir</name></author>	</entry>

	</feed>